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Veranstaltungsbeschreibung

143405a Applied Game Physics

Zuletzt geändert:14.12.2022 / von Carlsburg
EDV-Nr:143405a
Studiengänge: Computer Science and Media (Master), Prüfungsleistung im Modul Applied Game Physics in Semester 1 2 3
Häufigkeit: W24/25; W25/26
Dozent: Prof. Dr. Roland Schmitz Andreas Stiegler
Sprache: Deutsch und Englisch
Art: -
Umfang: 4 SWS
ECTS-Punkte: 5
Prüfungsform:
Bemerkung zur Veranstaltung: Teilnehmerbeschränkung Unterrichtssprache Deutsch und Englisch
Beschreibung: Theoretical Part
    Newton's Laws
    2D Rigid Body Dynamics
    3D Rigid Body Dynamics
    Collision Response
We will develop the necessary mathematics (especially vector analysis) along our way.
Practical Part
    The Game Loop
    Physics Engines
    Collision Detection
    Building your own (2D or 3D) Physics Engine
English Title: Applied Game Physics
English Abstract: Game Physics is the art (and science) of realistically simulating the physical world inside a game. For about a decade now, Physics engines have become an important part of almost any modern game. They range from realistic environments like dust and debris flying around to physics puzzles and interactive game worlds that became key aspects for whole genres. The lecture consists of a theoretial and a practical part. In the the theoretical part, we will look at the basic equations of 2D and 3D rigid body dynamics and how they are solved within a physics engine. In the practice part (given by Andreas Stiegler), students will learn to build their own small 2D or 3D physics engine. For master students, there is no written exam. The requirement to earn the credit points will be realising your own advanced game physics project.
Literatur: David Eberly, Game Physics, Morgan Kaufmann 2010
Ian Millington, Game Physics Engine Development, Morgan Kaufmann 2010

Weitere Literatur finden Sie in der HdM-Bibliothek.
Internet: Chris Hecker Game Physics Tutorial